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originally posted in: I am Confusion by the term "Crutch"
Edited by : ^ ): 5/5/2017 7:58:02 PM
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Yeah, I was following you until you mentioned TLW wasn't a crutch pre-nerf. There's a reason no one uses it anymore. It wasn't because people truly "enjoyed the gun for what it was." It was because it had the fastest time to kill over any weapon that wasn't an instant kill. (*If we're talking House of Wolves era TLW )
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  • Lol I agree the last word is my fav weapon, I don't think it was ever a crutch, but I think it was too effective, the needed to fix the ads glitch and tone down the range not destroy it

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  • Too effective and crutch go hand in hand. Unfortunately they didn't intentionally destroy it. The rest of the hand cannon nerfs kind of destroyed it.

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  • Imho taking away the bonus hipfire damage from TLW would be like taking the lucky shots from the Hawkmoon or the dot from Thorn

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  • Not many other guns possess such significant bonus damage outside of hand cannons Scouts don't get a bonus damage perk outside of final round, full auto, and firefly. (I don't know about Jade Rabbit because Sony is overly greedy) Auto rifles have Glass Half full, but it only actives as you lose half of a magazine and it would require a certain style to properly use it. Focus Fire does increase damage but at the cost of a slower firing speed, in most cases this makes a gun take longer to kill than it normally does. Pulse Rifles have Headseeker, Glass Half Full, and Full Auto. Headseeker requires a shot on the body then will reward bonus damage for precision hits, however its duration is significantly low so it usually isnt a notable boost in PvP damage. Glass half full is the same as it is for Autos. Full auto increases the weapon's rounds per minute significantly in a similar way to scout rifles with this perk. Hand cannons however have massive damage per shot on default with multiple perks that enhance it. Reactive Reload is a universal perk for most weapons but it shines on hand cannons and sidearms thanks to their high damage per shot lending a large chunk of extra damage for a short time after a kill. Luck in the Chamber is probably the most infuriating perk here and it takes many hand cannons from the normal 3 shots to kill to a 2 shot kill potential if the perk activates, making rng a factor in your average fight. Explosive rounds, these are available on scout rifles as well but are much more useful on hand cannons since it allows them to migitate the range drop offs a fair amount thanks to its extra damage. If we also decide to factor in the Exotics then almost every exotic hand cannon (not adept) has had a way to gain "bonus damage" The last word had its bonus hip fire damage AND full auto Hawkmoon has 3 luck in the chamber rounds Thorn had Final Round and its infamous Damage Over Time The First Curse has insane range that allows it to get heavy damage wayyy outside of normal hand cannon range Autos have Hardlight with its lack of damage drop off, Zhalo supercell with its chain lightning, and the Suros Legacy perk on Suros Regime. Scouts have Touch of Malice and Tlaloc, but Touch of Malice sacrifices health for damage, while Tlaloc requires the player to not use their super. Pulse rifles have No Time To Explain and Outbreak Prime, neither of which have perks that lean toward effective PvP play. Hand Cannons are just built to be too powerful and Bungie had been trying to put them in their place

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